• Title/Summary/Keyword: Texture generation

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A Data Driven Motion Generation for Driving Simulators Using Motion Texture (모션 텍스처를 이용한 차량 시뮬레이터의 통합)

  • Cha, Moo-Hyun;Han, Soon-Hung
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.31 no.7 s.262
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    • pp.747-755
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    • 2007
  • To improve the reality of motion simulator, the method of data-driven motion generation has been introduced to simply record and replay the motion of real vehicles. We can achieve high quality of reality from real samples, but it has no interactions between users and simulations. However, in character animation, user controllable motions are generated by the database made up of motion capture signals and appropriate control algorithms. In this study, as a tool for the interactive data-driven driving simulator, we proposed a new motion generation method. We sample the motion data from a real vehicle, transform the data into the appropriate data structure(motion block), and store a series of them into a database. While simulation, our system searches and synthesizes optimal motion blocks from database and generates motion stream reflecting current simulation conditions and parameterized user demands. We demonstrate the value of the proposed method through experiments with the integrated motion platform system.

An Optimal 2D Quadrature Polar Separable Filter for Texture Analysis (조직분석을 위한 최적 2차원 Quadrature Polar Separable 필터)

  • 이상신;문용선;박종안
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.17 no.3
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    • pp.288-296
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    • 1992
  • This paper describes an improved 2D QPS(quadrature polar separable) filter design and its applications to texture processing. The filter kernel pair consists of the product of a radial weighting function based on the finite PSS (prolate spheroidal sequences) and an exponential at tenuation function for the orientational angle. It is quadrature and polar separable in the frequency domain. It is near optimal in the energy loss because we let the orientational angle function approximate the radial weighting function. The filter frequency characteristics is easy to control as it depends only upon the design specifications such as the bandwidth, the directional angle, the attenuation constant, and the shift constant of the central frequency. Some applications of the filter in texture processing, such as the generation of the texture image, the estimation of orientation angles, and the segmentations for the synthetic texture image, are considered. The result shows that the filter with the wide bandwidth can be used for the generation of discrimination of the strong orientational textures and the segmentation results are good.

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Texture-Spatial Separation based Feature Distillation Network for Single Image Super Resolution (단일 영상 초해상도를 위한 질감-공간 분리 기반의 특징 분류 네트워크)

  • Hyun Ho Han
    • Journal of Digital Policy
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    • v.2 no.3
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    • pp.1-7
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    • 2023
  • In this paper, I proposes a method for performing single image super resolution by separating texture-spatial domains and then classifying features based on detailed information. In CNN (Convolutional Neural Network) based super resolution, the complex procedures and generation of redundant feature information in feature estimation process for enhancing details can lead to quality degradation in super resolution. The proposed method reduced procedural complexity and minimizes generation of redundant feature information by splitting input image into two channels: texture and spatial. In texture channel, a feature refinement process with step-wise skip connections is applied for detail restoration, while in spatial channel, a method is introduced to preserve the structural features of the image. Experimental results using proposed method demonstrate improved performance in terms of PSNR and SSIM evaluations compared to existing super resolution methods, confirmed the enhancement in quality.

An Image Coding Technique Using the Image Segmentation (영상 영역화를 이용한 영상 부호화 기법)

  • 정철호;이상욱;박래홍
    • Journal of the Korean Institute of Telematics and Electronics
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    • v.24 no.5
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    • pp.914-922
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    • 1987
  • An image coding technique based on a segmentation, which utilizes a simplified description of regions composing an image, is investigated in this paper. The proposed coding technique consists of 3 stages: segmentation, contour coding. In this paper, emphasis was given to texture coding in order to improve a quality of an image. Split-and-merge method was employed for a segmentation. In the texture coding, a linear predictive coding(LPC), along with approximation technique based on a two-dimensional polynomial function was used to encode texture components. Depending on a size of region and a mean square error between an original and a reconstructed image, appropriate texture coding techniques were determined. A computer simulation on natural images indicates that an acceptable image quality at a compression ratio as high as 15-25 could be obtained. In comparison with a discrete cosine transform coding technique, which is the most typical coding technique in the first-generation coding, the proposed scheme leads to a better quality at compression ratio higher than 15-20.

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Plane Surface Generation with a Flat End Mill (평 엔드밀을 이용한 평면가공에서의 가공면 형성기구)

  • Ryu, Si-Hyeong;Kim, Min-Tae;Choe, Deok-Gi;Ju, Jong-Nam
    • Journal of the Korean Society for Precision Engineering
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    • v.16 no.2 s.95
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    • pp.234-243
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    • 1999
  • Using the geometric and the vector methods, three dimensional surface texture and roughness models in flat end milling are developed. In these models, rear cutting effect on surface generation is considered along with tool run-out and tool setting error including tool tilting and eccentricity between tool center and spindle rotational center. Rear cutting is the secondary cutting of the already machined surface by the trailing cutting edge. The effects of tool geometry and tool deflection on surface roughness are also considered. For representing the surface texture more practically, three dimentional surface topography parameters such as RMS deviaiton, skewness and kurtosis are introduced and used in expressing the surface texture characteristics. Under various cutting conditions, it is confirmed that the developed models predict the real surface profile precisely. These models could contribute to the cutter design and cutting condition selection for the reduction of machining and manual finishing time.

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A Comparative Analysis Between <Leonardo.Ai> and <Meshy> as AI Texture Generation Tools

  • Pingjian Jie;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.333-339
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    • 2023
  • In three-dimensional(3D) modeling, texturing plays a crucial role as a visual element, imparting detail and realism to models. In contrast to traditional texturing methods, the current trend involves utilizing AI tools such as Leonardo.Ai and Meshy to create textures for 3D models in a more efficient and precise manner. This paper focuses on 3D texturing, conducting a comprehensive comparative study of AI tools, specifically Leonardo.Ai and Meshy. By delving into the performance, functional differences, and respective application scopes of these two tools in the generation of 3D textures, we highlight potential applications and development trends within the realm of 3D texturing. The efficient use of AI tools in texture creation also has the potential to drive innovation and enhancement in the field of 3D modeling. In conclusion, this research aims to provide a comprehensive perspective for researchers, practitioners, and enthusiasts in related fields, fostering further innovation and development in this domain.

Development of Mobile 3D Terrain Viewer with Texture Mapping of Satellite Images

  • Kim, Seung-Yub;Lee, Ki-Won
    • Korean Journal of Remote Sensing
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    • v.22 no.5
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    • pp.351-356
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    • 2006
  • Based on current practical needs for geo-spatial information on mobile platform, the main theme of this study is a design and implementation of dynamic 3D terrain rendering system using spaceborne imagery, as a kind of texture image for photo-realistic 3D scene generation on mobile environment. Image processing and 3D graphic techniques and algorithms, such as TIN-based vertex generation with regular spacing elevation data for generating 3D terrain surface, image tiling and image-vertex texturing in order to resolve limited resource of mobile devices, were applied and implemented by using graphic pipeline of OpenGL|ES (Embedded System) API. Through this implementation and its tested results with actual data sets of DEM and satellite imagery, we demonstrated the realizable possibility and adaptation of complex typed and large sized 3D geo-spatial information in mobile devices. This prototype system can be used to mobile 3D applications with DEM and satellite imagery in near future.

Development of Microstructure and Texture of AZ61 and AZ80 Magnesium Alloys by Hot Rolling (열간압연에 따른 AZ61 및 AZ80 마그네슘 합금의 미세조직 및 집합조직 발달에 대한 연구)

  • Lee, Ji Ho;Park, No Jin
    • Journal of the Korean Society for Heat Treatment
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    • v.33 no.2
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    • pp.49-56
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    • 2020
  • Magnesium alloy is a metal with high specific strength and light weight, and is attracting attention as a next generation metal for environmentally friendly automobiles and transportation equipment. However, magnesium alloys have a problem of degrading formability due to the basal texture developed during processing, and their application is limited. Although active researches on the control of textures have been conducted in order to minimize this problem, there is a lack of research on the formation of microstructures and textures according to elemental differences. In this study, AZ61 and AZ80 magnesium alloys were selected to investigate the effects of aluminum addition on the microstructure development of magnesium alloys. This research has proven that the increase of the rolling rate results in the decrease of the average grain size of the two alloys, the increase of the hardness, and the increase of the fraction of twins. As shown on this research below, the basal texture developed strongly as the rolling ratio increased. On the other hand, this research also has proven that the two alloys exhibited different texture strength and distribution tendencies, which could be due to the effects of aluminum addition on work hardening, grain size, and twin behavior.

A Technique for Improving the Quality of Stereo DEM Using Texture Filters

  • Kim, Kwang-Eun
    • Korean Journal of Remote Sensing
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    • v.18 no.3
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    • pp.181-186
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    • 2002
  • One of the most important procedure in stereo DEM generation is the stereo matching process which finds the conjugate pixels in a pair of stereo imagery. In order to be found as conjugate pixels, the pixels should have distinct spatial feature to be distinguished from other pixels. However, in the homogeneous areas such as water covered or forest canopied areas, it is very difficult to find the conjugate pixels due to the lack of distinct spatial feature. Most of erroneous elevation values in the stereo DEM are produced in those homogeneous areas. This paper presents a simple method for improving the quality of stereo DEM utilizing the texture filters. An entropy filter was applied to one of the input stereo imagery to extract very homogeneous areas before stereo matching process. Those extracted homogeneous areas were excluded from being candidates for stereo matching process. Also a statistical texture filter was applied to the generated elevation values before the interpolation process was applied in odor to remove the remaining anomalous elevation values. Stereo pair of SPOT level 1B panchromatic imagery were used for the experiments. The results showed that by utilizing the texture filters as a pre and a post processor of stereo matching process, the quality of the stereo DEM could be dramatically improved.

A Study on Texturing of Procedural Generation of based on Physically Based Materials (물리 기반 메터리얼을 기반으로 하는 절차적 생성 방식의 텍스쳐링에 관한 연구)

  • Younghun Lee
    • Journal of Information Technology Applications and Management
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    • v.30 no.6
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    • pp.143-155
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    • 2023
  • Procedural generation methods based on physical-based materials generate data by algorithms rather than manual through combinations with artist-generated assets based on computer-generated randomness algorithms. For this reason, the procedural generation method is mainly used to produce textures of 3D models in the field of computer graphics because it is easy to obtain the desired quality with little data. This study is a study on physical-based materials and procedural generation methods based on them. Physical-based materials are divided into Metallic/Roughness workflows and Specific/Glossiness workflows. These two methods produce the same results, which are more accurate based on the law of conservation of energy. The procedural generation method allows a natural texture to be obtained very quickly by texturing through a combination of a computer-generated random algorithm and an artist-generated asset based on various maps.